jpm1

i'm not sure to understand it well . but if your meant parking coordinates and cars spawning slots . there is a very simple way to do it , it's to export wpl to opl format using open iv . and then edit the coordinates (cars section) using any text editor (i recommend notepad ++)

i'm not sure to understand it well . but if your meant parking coordinates and cars spawning slots . there is a very simple way to do it , it's to export wpl to opl format using open iv . and then edit the coordinates (cars section) using any text editor (i recommend notepad ++)

GIMS IV and 3dsmax is to change coordinates knowing where are you moving the cars.also you can add new car parked cars. but with notepad you dont know where is the car exactly so i recommend you to use GIMS IV and 3dsmax but you dont have to export again, just change the coordinates in the .opl text format according to the car in the 3dsmax scene.did i explain my self? jajaj

jpm1

it's very easy to know where the car is using notepad method . just let GTA IV running windowed , and enter the coordinates with teleport option of a trainer . i use GTA control center myself which allows keyboard shortcuts customisation and with my G15 it makes modding a breeze

aacclapd

it's very easy to know where the car is using notepad method . just let GTA IV running windowed , and enter the coordinates with teleport option of a trainer . i use GTA control center myself which allows keyboard shortcuts customisation and with my G15 it makes modding a breeze

GooD-NTS

OpenIV is unique project which allow you to work with two games - Grand Theft Auto IV and Max Payne 3. And today we proud to give to you new features for each of this games. First, at last you able to full edit Max Payne 3 RPF archives and start modding for this great game. Second, for Grand Theft Auto IV we are add a new long-expected openFormats for Nav mesh files (.wnv) which allow you to create PEDs paths on your own maps soon. Of course this is not all changes, full list is available here: http://openiv.com/bu...ngelog_page.php

aacclapd

OpenIV is unique project which allow you to work with two games - Grand Theft Auto IV and Max Payne 3. And today we proud to give to you new features for each of this games. First, at last you able to full edit Max Payne 3 RPF archives and start modding for this great game. Second, for Grand Theft Auto IV we are add a new long-expected openFormats for Nav mesh files (.wnv) which allow you to create PEDs paths on your own maps soon. Of course this is not all changes, full list is available here:

thats a really nice job.!i thought i would have to wait like 1-2 years to see that you'll fully support navimesh files.now is 3doomer's job to make GIMS IV able to import navimeshes.

Chipsman

yes, i mean .fxc files.i bet is really difficult to find a way to edit those files, isnt it?

it's unreal to edit them)

you can decompile them and get asm-code listing (it's easy (for example, RageShaderInfo tool also can do this)), theoretically you can 'compile' this code back (I think, but I'm not sure, if you have the same version of compiler and set same compilation params... maybe it's real)

but it's not easy to read and understand shader asm-code, you need to make a lot of effort to bring it in 'readable form' like HLSL (I personally have taken a long time for 'reversing' of iv's terrain blend shaders for openIV)

and most importantly: you can't add your own params to shader because you don't have ability to set them from game code

jpm1

open iv error system that tells you where the error is i a feature very useful that i rarely saw on a program . generally the prog crashes , makes the whole pc to freeze and you begin smelling something that's is burning somewhere , lol

lpgunit

OpenIV is unique project which allow you to work with two games - Grand Theft Auto IV and Max Payne 3. And today we proud to give to you new features for each of this games. First, at last you able to full edit Max Payne 3 RPF archives and start modding for this great game. Second, for Grand Theft Auto IV we are add a new long-expected openFormats for Nav mesh files (.wnv) which allow you to create PEDs paths on your own maps soon. Of course this is not all changes, full list is available here: http://openiv.com/bu...ngelog_page.php

T-ru

1. How to control lights hours working service of the lapms and windows, i mean to change when they to start lighting and when to stop?2. Where is the paremetres of the sun, is there a some images or values, in which files?

aacclapd

yes, i mean .fxc files.i bet is really difficult to find a way to edit those files, isnt it?

it's unreal to edit them)

you can decompile them and get asm-code listing (it's easy (for example, RageShaderInfo tool also can do this)), theoretically you can 'compile' this code back (I think, but I'm not sure, if you have the same version of compiler and set same compilation params... maybe it's real)

but it's not easy to read and understand shader asm-code, you need to make a lot of effort to bring it in 'readable form' like HLSL (I personally have taken a long time for 'reversing' of iv's terrain blend shaders for openIV)

and most importantly: you can't add your own params to shader because you don't have ability to set them from game code

each bit from 0 to 23 represents the hour in game, if bit = 1 it means that the object is visible in game at the moment, so 33030271d = 0000 0001 1111 1000 0000 0000 0111 1111 b, this object is visible from 7 p.m. (19:00) to 7 a.m. (07:00).You can use windows calculator in Programmer mode to set necessary bits. Also you can use GIMS (see "IDE OBJS/TOBJ/ANIM editor" tabgroup)2) look at timecyc.dat file from data folder, there are a few tools to edit that file, for example EditIV

each bit from 0 to 23 represents the hour in game, if bit = 1 it means that the object is visible in game at the moment, so 33030271d = 0000 0001 1111 1000 0000 0000 0111 1111 b, this object is visible from 7 p.m. (19:00) to 7 a.m. (07:00)...

Chipsman what nationality are you so we can search for the appropriate translator . i believe you and Good do not live on our planet according to the work you did in open IV